• Title/Summary/Keyword: 디자인 형태

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Study on fear-inducing factors in game - Focused on the compositions and camera angles (게임의 공포 유발 요소에 관한 연구 - 카메라 각도와 구도 중심으로)

  • Zhu, Jia-Li;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.221-228
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    • 2018
  • This study mainly focused on horror movies and horror games. Camera angles of horror movies and compositions of horror games are main factors that can cause fear in people's minds. Through analyzing four kinds of factors, including sensual, expectant, restrictive and executive fear elements, in horror games, and combining with the patterns of camera angles and film techniques that Alfred Hitchcock applied in his horror movies, this research investigated certain types of compositions and concluded ones that were more effective on growing fear in players' minds and enhancing their involvement. In conclusion, only the combination of factors in horror-game compositions, like diagonal composition, dual-diagonal composition and inverse triangle-line composition, with visual elements enables player's growing sense of fear and the increase in involvement. Therefore, future works should apply more of these fear-inducing compositions.

A Study on Metal Molding Using Line Transformation and Repetition - Using phosphor bronze wire (선의 변형과 반복을 활용한 금속조형 연구 - 인청동선을 활용하여)

  • Ko, Seung-Geun
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.355-360
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    • 2017
  • This study, which was begun in order to create a metal molding by using lines, a basic element of design, examined various characteristics and concept of line and the beauty of lines based on previous research on the subject. The result showed that formative interpretation of lines largely depends on intentional expression by using thickness and rhythm of lines. In order to obtain a metal molding that provides both visual freedom and beauty, rather than the conventional formative expression of lines, I used red copper plate and Phosphor bronze line for creating a pattern based on transformation and repetition of lines and an artwork based on the pattern. The result was not only a creation of a plane but the senses of three-dimension, speed, and unity in the overall shape. Further research will need to be conducted regarding formative interpretation of lines and emotional and intrinsic beauty through expression of lines.

Ceramic materials for chair side CAD/CAM (체어사이드 CAD/CAM에서 사용하는 세라믹 소재)

  • Kim, Heechul
    • Journal of the Korean Academy of Esthetic Dentistry
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    • v.23 no.1
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    • pp.16-26
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    • 2014
  • Materials that can be use in CAD/CAM are composite, ceramic, hybrid and metal. Among the available materials, monolithic ceramic technique which is the manufacturing technique using one type of the materials is mainly used in a dental office. It is the technique where final tooth-shaped prostheses are made from the material block and used after polishing or applying heat and that does not require traditional ceramic build-up process. Although shot of esthetic quality, because manufactured within 1 hour the monolithic ceramic technique has advantages such as that treatment can be completed in one day and in one time visit, that stability of the material is high because there are low possibility of distort by not melting and phase transformation, and that it can be easily worked in the office with computer assisted devices. We classified the materials that can be used in this technique based on their generations from clinical stand point.

Implant placement in severely atrophic mandible using alveolar ridge splitting procedure and small block bone graft: A case report of 4-year follow-up (심하게 위축된 하악 구치부에 치조제 분할술과 블록형 골이식술을 이용한 임플란트 식립: 4년 관찰 증례보고)

  • Kim, Na-Hong;Bang, Joo-Hyuk;Lee, Dong-Woon
    • Journal of the Korean Academy of Esthetic Dentistry
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    • v.28 no.2
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    • pp.64-73
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    • 2019
  • Various techniques have been developed, and the development of piezo electric devices have made it possible to widen the alveolar ridge even if the residual bone is dense or if there is a lack of cancellous bone between the cortical bones. In the operation of the mandibular posterior area, the flap is easily accessible to the ramus bone, from which high quality autogenous bone can be obtained, compared to other parts. A small autologous bone block can be used with particulated bone graft material using one screw for bone regeneration instead of a large autologous bone with two screws. The tapered implant design can minimize buccal bone fracture, even in severely atrophic mandibular areas. We report a case of 4 years following implant placement with ridge splitting and small autogenous bone graft in severly atrophic mandible. This report demonstrates a case of functional and aesthetic restoration in a patient through a collaboration.

Development of Telecommunication Network Management Agents using Farmer Model on Distributed System (분산 시스템 상에서 Farmer Model을 이용한 통신망 관리 에이전트 개발)

  • Lee, Gwang-Hyeong;Park, Su-Hyeon
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.9
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    • pp.2493-2503
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    • 1999
  • The TMN that appears to operate the various communication networks generally and efficiently is developed under the different platform environment such as the different hardware and the different operating system. One of the main problems is that all the agents of the TMN system must be duplicated and maintain the software and the data blocks that perform the identical function. Therefore, the multi-platform cannot be supported in the development of the TMN agent. In order to overcome these problems, the Farming methodology that is based on the Farmer model has been suggested. With the Farming methodology, the software and the data components which are duplicated and stored in each distributed object are saved in the platform independent class repository (PICR) by converting into the format of the independent componentware in the platform, so that the componentwares that are essential for the execution can be loaded and used statically or dynamically from PICR as described in the framework of each distributed object. The distributed TMN agent of the personal communication network is designed and developed by using the Farmer model.

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A Study on the Remote Library Users : Needs of Library Services and Preferences (원거리 이용자들의 도서관 서비스 이용과 선호도에 관한 연구)

  • Kim, Mi-Hyeon
    • Journal of the Korean Society for Library and Information Science
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    • v.34 no.3
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    • pp.61-76
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    • 2000
  • A study on the remote library users showed that remote users preferred online databases and internet as information resources because of easy access and easy of use. However, they have used books and journals, which are printed resources, as main information resources because online databases and internet cannot satisfy their information needs. Also, 86.7 percent of remote users consider library services as an important issue to choose a distance learning program, and remote users extremely motivated by their professors to use library so that there are needs to have partnership between distance learning programs and library services. Finally, remote users consider authority and accuracy and contents of obtained information as important issues for their information rather than design of the databases, so that library should secure more digitalized information for remote users needs. This study is to contribute to improve quality of information services for remote users, however, it is not thoroughgoing enough, and there should be successive researches in the future.

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A Study on Fashion Design with Geometric Pattern by Linear Type - Focusing on Digital Textile Printing - (선의 형태에 의한 기하학무늬 패션디자인 개발 - 디지털 텍스타일 프린팅 기법을 중심으로-)

  • Oh, Yun-Jeong
    • Journal of Fashion Business
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    • v.13 no.4
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    • pp.178-190
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    • 2009
  • The purpose of this study is to make reference for geometric fashion by investigating geometric patterns by linear types and to propose high value added print and fashion design by designing and producing geometric prints and apparel with them focusing on digital textile printing. As a method of the study, visual and textural data were investigated for theory of geometric pattern and fashion design samples were illustrated. The geometric pattern could be defined as abstract pattern which was crossed with straight line or curve. We could group it into three classes such as straight linear, curved, and mixed type. Images varied with linear types. The image of straight linear type was sharp and modern, that of curved one was soft and feminine and that of mixed one was gorgeous and artistic. And then, 3 geometric prints and 3 one-pieces were designed. The concept of design was simple optimism which was based on sixties. Target was young optimistic women group from the mid teens to the mid twenties who continued to seek after their unique individuality keeping their modern lifestyle. Geometric patterns with straight linear, curved, and mixed type were designed and dresses which went well with them were designed and produced. According to the result of this study, images of geometric fashion can be represented diversely by varying linear type, digital textile printing is good method for high value added geometric fashion because of its high quality and degree of sensitivity, and geometric pattern is a good source for contemporary fashion.

A Study on the Design of Personalized Virtual Reality Tour Guide System (사용자 맞춤형 가상현실 여행가이드 시스템 디자인에 관한 연구)

  • Kim, Su-Hwa;Kim, Min-Young;Kwak, Eun-Joo;Park, Kyoung-Shin;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.1
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    • pp.46-52
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    • 2008
  • In this paper, we present the Mont-Saint-Michel virtual reality system designed to create the virtual heritage environment, which is enriched with personalized tour guide service. The tour guide system allows users to travel in the virtual heritage site and get more information about the sites or items of user's interests. It also allows users to make their own tour guidebook with the pictures they have taken during the virtual tour and more detail descriptions from the tour guide database. It then generates the web-based tour guidebook for users to utilize it for the actual site visit or share it with others over the Internet. The components of this system are designed with the consideration of reusability to be used for other interactive tour guide systems. This paper describes the motivation the development and a preliminary user study of Mont-Saint-Michel virtual reality personalized tour guide system.

Realistic Contents and Interaction Based Realistic Contents Service (상호작용 기반의 홀로그램 실감 콘텐츠 서비스연구)

  • Lee, Wan Jung;Shin, Eun Ji;Yoon, Hyun Sun;Choi, Hee Min;Cho, Dong Sik;Kang, Hoon Jong
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.10
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    • pp.429-438
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    • 2021
  • In recent, realistic content has been applied in various ways due to the development of display technology and hologram, the final realistic content technology, have been used limitedly in accordance with the growing public demand. However, most realistic content requires additional devices of HMD (head mounted device) or glasses type, and other realistic content display technologies deliver a single image plane in the experience space to the user, providing a monotonous content experience. Various realistic contents with hologram technology are introduced in this work. In addition, we propose an interaction based realistic hologram service based that combines projection mapping and floating holograms. Projection-mapped screens and multi-floating hologram device provide a three-dimensional volumetric space with extended depth orientation from the user's point of view, while allowing users' entire and partial motions to be recognizable through multiple sensors.

A Study on the Experimental Animation and Movement Expression of Norman McLaren (노먼 맥라렌의 실험적 애니메이션과 움직임 표현 연구)

  • Hong, Il-Yang
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.458-465
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    • 2019
  • Experimental animation is an independent art animation and a visual art that is integrated with the spirit of experimentation. Norman McLaren pursues original beauty in each piece through scientific exploration of visual expression technology and experiment that transcends common sense with great creativity and sensitivity, and the aesthetic value of animation is very high as the master of experimental animation that has brought innovation of real image media today. Therefore, it is meaningful to analyze the experimental expressions of Norman McLaren, who expanded the field of experimental animation by challenging various techniques and carried out a ceaseless search for motion creation between each frame, and to study the expressions of movement he focused on. The most significant feature of his movement expression was analyzed as repetition of motion and repetition of metamorphosis. I hope that this derivation will be understood as experimental animation of experimental method which requires more specific type of inquiry than simple question about experimental method. Also, I hope that it will be meaningful as a preliminary study to deeply explore the possibility and direction of animation creation in university education.